And when the game does end, it ends on a rather letdown sequence of events that doesn’t feel like it was worth it. The story more or less falls apart and becomes a confusing mess, almost every fight has some terrible gimmick attached to it, and for whatever reason Original Sin 2 expects you to care about exploring yet another location and doing more quests even though you were in the mood for the game to end.
#Divinity 2 classic vs definitive full#
To make things worse, it’s also full of absolute worst ideas and encounters in the entire game. Except, it doesn’t and lasts for another act, that is completely unnecessary and takes about 15 hours more. But you’re ignoring that as the game is about to end. And it’s a bit weak, full of boring fights and boring locations. This is also somewhat reminiscent to Divine Divinity, where after hours of fun exploration, interesting fights, quests and adventures, you get into what you expect to be a closing act of the story. A very long game I must add, as it took me about 70 hours to complete. Though, unfortunately, this, along with the game itself, essentially falls apart in the last quarter of the game. And as a result it was hard to care about the story or the game world. Which is especially important, since it was one of the most distracting things about Original Sin – all the badly placed jokes and silly elements felt like an incompetent writer being apologetic about his work and trying to pass it off as a joke, not as good comedy among good drama. It’s just that this time the story is presented with enough care and enough seriousness and good writing for you to care about it and all of the silly elements are there in the background. And somehow without losing the quirkiness that was always present in Rivellon. Not just full of cool ideas and concepts, but one that is actually fun to follow. Also unlike OS, the game is very good at easing you into the mechanics, the game world, the quests and the characters.Īnd speaking of that, this might be the very first time Larian has made a genuinely well written game. Unlike OS and more akin to Divine Divinity, the game exploration is extremely fun and seems to come naturally because the game is very smart about directing you where you need and might want to go first and clearly showing if you are going in a direction where you might have troubles on the level you’re on, without feeling too restrictive but also without just hitting you in the face with a high level monster out of nowhere. It makes fights quite a bit more interesting than they would’ve been otherwise, since all these environmental surfaces work as their own system and can be somewhat unpredictable in all the best (and sometimes frustratingly worst) ways. And the best part about it is the absolutely amazing environmental effects system, so you can still throw poison at someone and then light it on fire so it explodes, then douse it with water, electrify the water and then freeze it to enemies slip and fall. The combat system is still solid, though since I dislike turn-based combat in most games I switched to Explorer difficulty, which is easier than default Classic. All the best elements from Original Sin return and this time game is designed for 4 people in a team from the start, not 2 (though you can solo). In many ways, Divinity: Original Sin 2 feels like a mix of ideas Larian had before, except this time done properly. So, I’m glad, that it wasn’t the case for Original Sin 2, when I’ve recently completed it in the updated Definitive Edition package. I did enjoy my time with Divine and Divinity 2 back in the day, but none of the other games, including Original Sin, could get me interested for longer than a few hours, either because they were boring, or plot was terrible, or something else, or all of the above. When going with crowdfunding for Original Sin, they decided to switch from action RPGs to turn based RPGs and focus on cooperative gameplay, half-jokingly saying that the game was designed to be played specifically by people in a romantic relationship.īut despite all of these creative and fun ideas, every single game they’ve made felt clunky, not particularly good at anything it tried to be and somewhat half-baked.
#Divinity 2 classic vs definitive series#
Divine Divinity was an attempt to mix the depth of Ultima series with simplistic aRPG gameplay of Diablo, Beyond decided to add dual character control into that mix, Divinity II allowed you to read NPCs minds and turn into a dragon at almost any point in the open map and Dragon Commander was a bizarre mix of genres where you played as a dragon with a jetpack. Larian Studios have been doing Divinity series for 16 years now and if anything, I cannot call any of their games “boring”.